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Ultramarines in Shadow War: Armageddon


Brother Tyler

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I've been working on rules for a [power armoured] Space Marines faction in Shadow War: Armageddon and have taken an initial stab at things. These rules include rules for the Ultramarines.

 

You can see Playtest V1.0 here.

 

I'd appreciate any feedback that you can provide to make this a better (and balanced) product. Note that I am especially concerned that the Ultramarines rules are somewhat underwhelming, so I'm looking for your help on that front (keeping in mind that the Ultramarines rules should be representative of Codex adherent Chapters everywhere).

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  • 6 months later...

Here is the final version of the Ultramarines rules in my project:

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ULTRAMARINES

The Ultramarines epitomize adherence to the Codex Astartes, and their methods present a proud example to their many successor Chapters. Whether laying down disciplined bolter fire, charging the foe with chainswords roaring, or pounding them into submission with their heavy weapons, none can equal the Ultramarines’ skill.

Ultramarines Veteran Sergeants have access to storm shields and combat shields. Ultramarines Vanguard Veteran special operatives may exchange their bolt pistol for a storm shield.

Doctrines of War: An Ultramarines fighter can re-roll To Hit rolls of 1 during a turn. The player announces the use of the doctrine after rolling To Hit with the fighter. Each Ultramarines fighter may use this special rule only once during the game, though each Ultramarines fighter may use this special rule during different turns.

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Ultramarines troopers may take Combat, Agility, and Shooting skills.

Ultramarines Specialists may take Ferocity, Guerilla, Shooting, and Stealth skills.

Ultramarines Leaders may take Combat, Ferocity, Guerilla, Agility, Shooting, and Stealth skills.

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There are also some larger changes, though these affect all Chapters. These include some additional weapons and wargear (power mauls, power axes, power fists, grav weapons).

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I think those rules are good. Amazing in fact. You've not complicated things too much yet ensures there is an element of individualism for each Chapter. Not easy to match.

 

Regarding the Ultramarines version of the rules...

 

I like the reroll 1 score of a 1 to hit thing. What I would amend to emphasise the balanced nature of Ultramarines is grant them the reroll in close combat for a single one. Or else remove the "fumble" nature of it - opponents don't get +1 to their close combat score.

 

***note I haven't played Shadow War so I might confusing old school Necromunda/40K rules.

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The intent is that an Ultramarines model may use the re-roll for shooting or assault, though each fighter is limited to re-rolling during only one turn of the game. My clumsy wording was probably a holdover from WH40K thinking, where "To Hit" applies to both shooting and assault.

 

So perhaps the wording ought to be adjusted to:

 

Doctrines of War: An Ultramarines fighter can re-roll To Hit or Attack rolls of 1 during a turn. The player announces the use of the doctrine after rolling To Hit or Attack with the fighter. Each Ultramarines fighter may use this special rule only once during the game, though each Ultramarines fighter may use this special rule during different turns.

 

Old school Necromunda rules were practically copied and pasted for Shadow War: Armageddon, so you're understanding it correctly. The intent was to lift the 7th edition Ultramarines rules and convert them into Shadow War: Armageddon.

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Actually, that's a bit too powerful in that it exceeds the Adepta Sororitas rule, which allows the entire kill team to re-roll all To Hit/Attack rolls of 1 (the entire Adepta Sororitas kill team does this on the same turn, and only once during a mission). Since the Ultramarines version is much more flexible, allowing each model to pick and choose when and what type of re-roll, the balance needs to be that the Ultramarines fighters may only re-roll one To Hit or Attack dice of 1.

 

So it becomes...

 

Doctrines of War: An Ultramarines fighter can re-roll one To Hit or Attack roll of 1 during a turn. The player announces the use of the doctrine after rolling To Hit or Attack with the fighter. Each Ultramarines fighter may use this special rule only once during the game, though each Ultramarines fighter may use this special rule during different turns.

 

Sorry about the unintentional bait and switch, but I just realized the error when going through the various kill team rules while working on the Space Wolves Chapter Honours.

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  • 1 month later...

With the main Space Marine Kill Teams rules nearly finished (just getting some pictures in so that I can make them available for download), I've moved forward with the Chapters that participated in the Badab War.

 

For fans of the Ultramarines and their successors, there were a number of Ultramarines Successors on both sides, including the Astral Claws on the Secessionists side (though the Ultramarines deny them), and the Howling Griffons, Novamarines, Marines Errant, and others on the Loyalist side.

 

You can see my initial stab at rules for the Ultramarines Successors here. Some, like the Novamarines, are much like the Ultramarines, others, like Fire Hawks, are very different, and yet others are somewhere in between. I'm open to ideas for improvement.

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